From 93e4bd82156711f5e70a5849f12682a2076c0b28 Mon Sep 17 00:00:00 2001 From: RedDevilus Date: Thu, 1 Aug 2024 02:34:08 +0200 Subject: [PATCH] Translations: Fix typo + frame-time Can smooth our frame time fluctuations is technically grammatically correct but a wrong statement, it's smoothing out the frame-times --- pcsx2-qt/Translations/pcsx2-qt_af-ZA.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_ar-SA.ts | 14 +++++++------- pcsx2-qt/Translations/pcsx2-qt_bg-BG.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_ca-ES.ts | 22 +++++++++++----------- pcsx2-qt/Translations/pcsx2-qt_cs-CZ.ts | 18 +++++++++--------- pcsx2-qt/Translations/pcsx2-qt_da-DK.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_de-DE.ts | 12 ++++++------ pcsx2-qt/Translations/pcsx2-qt_el-GR.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_en.ts | 12 ++++++------ pcsx2-qt/Translations/pcsx2-qt_es-419.ts | 22 +++++++++++----------- pcsx2-qt/Translations/pcsx2-qt_es-ES.ts | 12 ++++++------ pcsx2-qt/Translations/pcsx2-qt_fa-IR.ts | 14 +++++++------- pcsx2-qt/Translations/pcsx2-qt_fi-FI.ts | 14 +++++++------- pcsx2-qt/Translations/pcsx2-qt_fr-FR.ts | 12 ++++++------ pcsx2-qt/Translations/pcsx2-qt_he-IL.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_hi-IN.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_hr-HR.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_hu-HU.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_id-ID.ts | 20 ++++++++++---------- pcsx2-qt/Translations/pcsx2-qt_it-IT.ts | 22 +++++++++++----------- pcsx2-qt/Translations/pcsx2-qt_ja-JP.ts | 14 +++++++------- pcsx2-qt/Translations/pcsx2-qt_ka-GE.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_ko-KR.ts | 12 ++++++------ pcsx2-qt/Translations/pcsx2-qt_lt-LT.ts | 18 +++++++++--------- pcsx2-qt/Translations/pcsx2-qt_lv-LV.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_nl-NL.ts | 20 ++++++++++---------- pcsx2-qt/Translations/pcsx2-qt_no-NO.ts | 20 ++++++++++---------- pcsx2-qt/Translations/pcsx2-qt_pl-PL.ts | 12 ++++++------ pcsx2-qt/Translations/pcsx2-qt_pt-BR.ts | 12 ++++++------ pcsx2-qt/Translations/pcsx2-qt_pt-PT.ts | 22 +++++++++++----------- pcsx2-qt/Translations/pcsx2-qt_ro-RO.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_ru-RU.ts | 14 +++++++------- pcsx2-qt/Translations/pcsx2-qt_sr-SP.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_sv-SE.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_tr-TR.ts | 16 ++++++++-------- pcsx2-qt/Translations/pcsx2-qt_uk-UA.ts | 14 +++++++------- pcsx2-qt/Translations/pcsx2-qt_vi-VN.ts | 24 ++++++++++++------------ pcsx2-qt/Translations/pcsx2-qt_zh-CN.ts | 12 ++++++------ pcsx2-qt/Translations/pcsx2-qt_zh-TW.ts | 14 +++++++------- 39 files changed, 365 insertions(+), 365 deletions(-) diff --git a/pcsx2-qt/Translations/pcsx2-qt_af-ZA.ts b/pcsx2-qt/Translations/pcsx2-qt_af-ZA.ts index 9548c51f1d..6c665506d5 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_af-ZA.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_af-ZA.ts @@ -4392,8 +4392,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4892,8 +4892,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5031,8 +5031,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8404,8 +8404,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11346,8 +11346,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12018,8 +12018,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_ar-SA.ts b/pcsx2-qt/Translations/pcsx2-qt_ar-SA.ts index 5a4f02b5e4..23ab8d1dbe 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_ar-SA.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_ar-SA.ts @@ -4413,7 +4413,7 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. يُحدد الحد الأقصى لعدد الأُطر التي سيتم معالجتها من قِبل وحدة الGS، قبل أن تستمر وحدة المعالجة المركزية في عملها. ستساعد القيم الأعلى في تحسين الأداء وجعله أكثر استقراراً، لكن سوف يُزيد مدة استجابة الإدخال. @@ -4913,7 +4913,7 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. يعرض سجلا مرئيا لأوقات الإطار في الزاوية العلوية اليسرى من العرض. @@ -5052,7 +5052,7 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. تثبيت محاكاة المواضيع إلى نواة وحدة المعالجة المركزية لتحسين الأداء / الفرق الزمني. @@ -8425,7 +8425,7 @@ Do you want to load this save and continue? - Show Frame Times + Show Frame-Times إظهار أوقات الإطار @@ -11375,7 +11375,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times عرض أوقات الإطارات @@ -12047,8 +12047,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_bg-BG.ts b/pcsx2-qt/Translations/pcsx2-qt_bg-BG.ts index cc29f766e6..c5e9bf6c4c 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_bg-BG.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_bg-BG.ts @@ -4389,8 +4389,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4889,8 +4889,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5028,8 +5028,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8401,8 +8401,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11343,8 +11343,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12015,8 +12015,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_ca-ES.ts b/pcsx2-qt/Translations/pcsx2-qt_ca-ES.ts index 9d8feb2d34..9032159244 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_ca-ES.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_ca-ES.ts @@ -4392,7 +4392,7 @@ Introdueix el nom de la funció - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Estableix la quantitat màxima de fotogrames que podran posar-se en la cua del GS abans que el subprocés de la CPU esperi que un fotograma sigui completat per a poder continuar. Un valor alt podria ajudar a suavitzar les durades de fotogrames irregulars, però afegirà més retard en l'entrada dels controls. @@ -4892,8 +4892,8 @@ URL introduïda: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5031,8 +5031,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8404,8 +8404,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11346,8 +11346,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12018,8 +12018,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_cs-CZ.ts b/pcsx2-qt/Translations/pcsx2-qt_cs-CZ.ts index a225adae3e..9cb8cfc89d 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_cs-CZ.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_cs-CZ.ts @@ -4402,7 +4402,7 @@ Zadejte název funkce - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Nastaví maximální počet snímků, které mohou být zařazeny do fronty do GS předtím, než vlákno procesoru počká na dokončení jednoho z nich, než bude pokračovat. Vyšší hodnoty mohou pomoci s vyhlazením nepravidelných časů snímků, ale přidají další vstupní zpoždění. @@ -4902,7 +4902,7 @@ Tato URL byla: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. Zobrazí vizuální historii naměřeného času mezi snímky v levém horním rohu displeje. @@ -5041,7 +5041,7 @@ Přejete si přesto vypnout a NEVRATNĚ ZNIČIT VAŠI PAMĚŤOVOU KARTU? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. Připne emulační vlákna do jader procesoru, aby se potenciálně zlepšila odchylka výkonu/doba snímku. @@ -8414,8 +8414,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11360,8 +11360,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12032,8 +12032,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_da-DK.ts b/pcsx2-qt/Translations/pcsx2-qt_da-DK.ts index 3ffb747126..5ba4603bca 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_da-DK.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_da-DK.ts @@ -4392,8 +4392,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4892,8 +4892,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5031,8 +5031,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8404,8 +8404,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11346,8 +11346,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12018,8 +12018,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_de-DE.ts b/pcsx2-qt/Translations/pcsx2-qt_de-DE.ts index dce725b943..534f8cb321 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_de-DE.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_de-DE.ts @@ -4392,7 +4392,7 @@ Gebe den Funktionsnamen ein - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Setzt die maximale Anzahl von Frames fest, die in einer Warteschlange zum GS stehen können. Der CPU-Thread wartet jedes mal bis ein Frame fertiggestellt wurde bevor es mit dem nächsten weitermacht . Höhere Werte können bei der Glättung unregelmäßiger Bildzeiten (Frame Times) helfen, fügt aber zusätzliche Eingabeverzögerungen (Input Lag) hinzu. @@ -4892,7 +4892,7 @@ Die URL war: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. Zeigt ein Histogramm der Frametimes in der oberen linken Ecke des Displays an. @@ -5031,7 +5031,7 @@ Möchtest du trotzdem herunterfahren und DEINE MEMORY CARD IRREVERSIBEL ZERSTÖR - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. Setzt Emulations-Threads fest auf echte CPU-Kerne (anstatt Hyperthreading/SMT Kerne), um eventuell die Performance/Frametimes zu verbessern bzw. Schwankungen zu verringern. @@ -8404,7 +8404,7 @@ Möchten Sie diesen laden und fortfahren? - Show Frame Times + Show Frame-Times Frametime anzeigen @@ -11344,7 +11344,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times Frametimes anzeigen @@ -12016,7 +12016,7 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. Erkennt, wann inaktive Frames in 25/30fps Spielen dargestellt werden und überspringt die Darstellung dieser Frames. Das Frame wird immer noch gerendert, es bedeutet lediglich, dass die GPU mehr Zeit hat, es zu vervollständigen (dies ist KEIN frame skipping). Kann Frametime schwankungen glätten, wenn die CPU/GPU nahezu maximal Ausgelastet sind, aber macht Framepacing inkonsistenter und kann die Eingabeverzögerung erhöhen. diff --git a/pcsx2-qt/Translations/pcsx2-qt_el-GR.ts b/pcsx2-qt/Translations/pcsx2-qt_el-GR.ts index c4faefe2a8..dead8c3258 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_el-GR.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_el-GR.ts @@ -4392,8 +4392,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4892,8 +4892,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5031,8 +5031,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8404,8 +8404,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11346,8 +11346,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12018,8 +12018,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_en.ts b/pcsx2-qt/Translations/pcsx2-qt_en.ts index 056b34f13d..f8054f9e39 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_en.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_en.ts @@ -4357,7 +4357,7 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4853,7 +4853,7 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -4990,7 +4990,7 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8359,7 +8359,7 @@ Do you want to load this save and continue? - Show Frame Times + Show Frame-Times @@ -11281,7 +11281,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times @@ -11953,7 +11953,7 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_es-419.ts b/pcsx2-qt/Translations/pcsx2-qt_es-419.ts index 445117952d..fd2b6c872b 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_es-419.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_es-419.ts @@ -4392,8 +4392,8 @@ Inserta el nombre de función - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4892,8 +4892,8 @@ La URL era: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5031,8 +5031,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8404,8 +8404,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11346,8 +11346,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12018,7 +12018,7 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. Detecta cuando se presentan cuadros inactivos en juegos de 25/30fps, y omite presentar esos cuadros. El cuadro sigue siendo renderizado, esto sólo significa que la GPU tiene más tiempo para completarlo (esto NO es omision de fotograma). Puede suavizar las fluctuaciones de tiempo del cuadro cuando la CPU/GPU está cerca de la máxima utilización, pero hace que el ritmo del cuadro sea más inconsistente y puede aumentar el retraso de la entrada. diff --git a/pcsx2-qt/Translations/pcsx2-qt_es-ES.ts b/pcsx2-qt/Translations/pcsx2-qt_es-ES.ts index 489b924de3..977fd1a370 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_es-ES.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_es-ES.ts @@ -4392,7 +4392,7 @@ Introduce el nombre de la función - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Establece la cantidad máxima de fotogramas que podrán ponerse en la cola del GS antes de que el subproceso de la CPU espere a que un fotograma sea completado para poder continuar. Un valor alto podría ayudar a suavizar las duraciones de fotogramas irregulares, pero añadirá más retraso en la entrada de los controles. @@ -4892,7 +4892,7 @@ URL introducida: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. Muestra un historial visual de duraciones de fotogramas en la esquina superior izquierda de la imagen. @@ -5031,7 +5031,7 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. Asigna hilos de la emulación a otros núcleos de la CPU, lo que podría mejorar el rendimiento o reducir la variación de la duración de fotogramas. @@ -8404,7 +8404,7 @@ Do you want to load this save and continue? - Show Frame Times + Show Frame-Times Mostrar duraciones de fotogramas @@ -11345,7 +11345,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times Mostrar duraciones de fotogramas @@ -12017,7 +12017,7 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. Detecta cuándo se van a presentar fotogramas inactivos en juegos a 25/30 FPS y omite su presentación. El fotograma seguirá renderizándose, pero la GPU tendrá más tiempo para completarlo (esto NO ES omitir fotogramas). Puede suavizar las fluctuaciones en las duraciones de fotogramas cuando la CPU y la GPU estén siendo utilizadas al máximo, pero hará que el ritmo de fotogramas sea más inconsistente y puede aumentar el retraso de la señal de entrada. diff --git a/pcsx2-qt/Translations/pcsx2-qt_fa-IR.ts b/pcsx2-qt/Translations/pcsx2-qt_fa-IR.ts index 2c8ac2473f..a53dfee526 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_fa-IR.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_fa-IR.ts @@ -4392,7 +4392,7 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. حداکثر تعداد فریم‌هایی را که می‌توان در صف GS قرار داد را تنظیم می‌کند، قبل از اینکه رشته های پردازنده قبل از ادامه منتظر بماند تا یکی از آنها کارش تکمیل شود. مقادیر بالاتر می تواند به نرم کردن زمان های فریم نامنظم کمک کند، اما تاخیر ورودی اضافی پیش می آید. @@ -4892,7 +4892,7 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. تاریخچه بصری زمان های فریم را در گوشه سمت چپ بالای صفحه نشان می دهد. @@ -5031,7 +5031,7 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. رشته های شبیه سازی را به هسته های CPU پین میکند تا به طور بالقوه به واریانس زمان فریم/پرفورمنس اجرا کمک کند. @@ -8404,7 +8404,7 @@ Do you want to load this save and continue? - Show Frame Times + Show Frame-Times نمایش زمان های فریم @@ -11346,7 +11346,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times نمایش زمان های فریم @@ -12018,8 +12018,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_fi-FI.ts b/pcsx2-qt/Translations/pcsx2-qt_fi-FI.ts index 0f68f52184..28990856ed 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_fi-FI.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_fi-FI.ts @@ -4393,7 +4393,7 @@ Anna funktion nimi - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Asettaa enimmäismäärän kuvia, jotka jonotetaan GS:ään, ennen kuin prosessorin säie odottaa yhden niistä valmistumista ennen jatkamista. Suuremmat arvot voivat auttaa tasoittamaan epäsäännöllisiä ruutuaikoja, mutta lisäävät ylimääräistä syöttöviivettä. @@ -4893,7 +4893,7 @@ URL-osoite oli: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. Näyttää kehysaikojen visuaalisen historian näytön vasemmassa yläkulmassa. @@ -5032,7 +5032,7 @@ Haluatko sammuttaa siitä huolimatta ja PERUUTTAMATTOMASTI TUHOTA MUISTIKORTTISI - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. Yhdistää emulaatiosäikeet prosessorin ytimiin parantaakseen suorituskykyä/kehysaikojen vaihtelua. @@ -8405,7 +8405,7 @@ Do you want to load this save and continue? - Show Frame Times + Show Frame-Times Näytä kehysajat @@ -11347,7 +11347,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times Näytä kehysajat @@ -12019,8 +12019,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_fr-FR.ts b/pcsx2-qt/Translations/pcsx2-qt_fr-FR.ts index fa31ba5084..30744d9211 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_fr-FR.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_fr-FR.ts @@ -4392,7 +4392,7 @@ Saisissez le nom de la fonction : - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Définissez le nombre maximum d'images pouvant être en attente du GS, avant que le thread CPU ne doive attendre qu'une des images soit terminée avant de reprendre. Plus la valeur est élevée, plus les variations de durées d'image sont lissées, et plus la latence d'entrée augmente. @@ -4892,7 +4892,7 @@ URL : %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. Afficher un historique visuel des durées d'image dans le coin supérieur gauche de l'écran. @@ -5031,7 +5031,7 @@ Voulez-vous quand même éteindre la machine virtuelle et DÉTRUIRE DE FAÇON IR - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. Associer certains threads de l'émulateur à certains cœurs CPU pour potentiellement améliorer les performances et lisser les variations de durée d'image. @@ -8404,7 +8404,7 @@ Voulez-vous charger cette sauvegarde et continuer ? - Show Frame Times + Show Frame-Times Afficher les durées d'image @@ -11346,7 +11346,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times Afficher les durées d'image @@ -12018,7 +12018,7 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. Détecter quand des images en double sont présentées dans des jeux à 25 ou 30 IPS et sauter leur présentation. Le rendu de ces images est toujours effectué mais le GPU a plus de temps pour les terminer (ce n'est PAS du saut d'images). L'option peut permettre de lisser les durées d'image lorsque la charge CPU ou GPU est maximale, mais la cadence d'image sera plus variable et la latence d'entrée peut augmenter. diff --git a/pcsx2-qt/Translations/pcsx2-qt_he-IL.ts b/pcsx2-qt/Translations/pcsx2-qt_he-IL.ts index 6fe4158caf..b8cd3354c8 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_he-IL.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_he-IL.ts @@ -4399,8 +4399,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4899,8 +4899,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5038,8 +5038,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8411,8 +8411,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11357,8 +11357,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12029,8 +12029,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_hi-IN.ts b/pcsx2-qt/Translations/pcsx2-qt_hi-IN.ts index 5ead5621cf..f52fafdbfa 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_hi-IN.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_hi-IN.ts @@ -4394,8 +4394,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4894,8 +4894,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5033,8 +5033,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8406,8 +8406,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11348,8 +11348,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12020,8 +12020,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_hr-HR.ts b/pcsx2-qt/Translations/pcsx2-qt_hr-HR.ts index 885d4b75d4..cf95e68057 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_hr-HR.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_hr-HR.ts @@ -4399,8 +4399,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4899,8 +4899,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5038,8 +5038,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8411,8 +8411,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11355,8 +11355,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12027,8 +12027,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_hu-HU.ts b/pcsx2-qt/Translations/pcsx2-qt_hu-HU.ts index b41d325d26..702fe11d04 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_hu-HU.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_hu-HU.ts @@ -4388,8 +4388,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4888,8 +4888,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5027,8 +5027,8 @@ Szeretnéd még úgy is kikapcsolni és VISSZAFORDÍTHATATLANUL ELRONTOD A MEMÓ - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8400,8 +8400,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11342,8 +11342,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12014,8 +12014,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_id-ID.ts b/pcsx2-qt/Translations/pcsx2-qt_id-ID.ts index a686ff401a..b075772d6c 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_id-ID.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_id-ID.ts @@ -4387,8 +4387,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Mengatur jumlah frame maksimum yang dapat diantrekan ke GS, sebelum thread CPU menunggu salah satunya selesai sebelum melanjutkan. Jumlah yang lebih tinggi dapat menghaluskan frame time yang tidak teratur, namun akan menambah input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Mengatur jumlah frame maksimum yang dapat diantrekan ke GS, sebelum thread CPU menunggu salah satunya selesai sebelum melanjutkan. Jumlah yang lebih tinggi dapat menghaluskan frame-time yang tidak teratur, namun akan menambah input lag. @@ -4887,8 +4887,8 @@ Tautan nya adalah: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Menampilkan riwayat visual dari frame times di sudut kiri atas di layar. + Shows a visual history of frame-times in the upper-left corner of the display. + Menampilkan riwayat visual dari frame-times di sudut kiri atas di layar. @@ -5026,8 +5026,8 @@ Apakah Anda ingin menghentikan game dan MENGHANCURKAN MEMORY CARD Anda secara pe - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Menyematkan thread untuk emulasi ke core CPU yang mungkin dapat meningkatkan performa / perbedaan frame time. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Menyematkan thread untuk emulasi ke core CPU yang mungkin dapat meningkatkan performa / perbedaan frame-time. @@ -8400,7 +8400,7 @@ Apakah Anda ingin memuat savestate ini dan melanjutkan? - Show Frame Times + Show Frame-Times Tampilkan Frame Time @@ -11339,7 +11339,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times Tampilkan Frame Time @@ -12011,8 +12011,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Mendeteksi saat frame diam sedang ditampilkan di game 25/30 FPS dan melewati menampilkan frame-frame diam tersebut. Framenya tetap di-render, namun GPU kini memiliki lebih banyak waktu untuk menyelesaikannya (TIDAK sama dengan frame skipping). Dapat menghaluskan fluktuasi frame time saat CPU/GPU hampir sepenuhnya dipakai, namun membuat frame pacing lebih inkonsisten dan dapat menambah input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Mendeteksi saat frame diam sedang ditampilkan di game 25/30 FPS dan melewati menampilkan frame-frame diam tersebut. Framenya tetap di-render, namun GPU kini memiliki lebih banyak waktu untuk menyelesaikannya (TIDAK sama dengan frame skipping). Dapat menghaluskan fluktuasi frame-time saat CPU/GPU hampir sepenuhnya dipakai, namun membuat frame pacing lebih inkonsisten dan dapat menambah input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_it-IT.ts b/pcsx2-qt/Translations/pcsx2-qt_it-IT.ts index d6b16a8cce..84f969fc55 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_it-IT.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_it-IT.ts @@ -4392,8 +4392,8 @@ Inserire nome funzione - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Imposta il numero massimo di frame che può essere accodato al GS, prima che il thread CPU attenda che uno di loro sia completo prima di continuare. Valori più elevati possono aiutare a rendere il frame time più regolare ma aggiungono ulteriore input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Imposta il numero massimo di frame che può essere accodato al GS, prima che il thread CPU attenda che uno di loro sia completo prima di continuare. Valori più elevati possono aiutare a rendere il frame-time più regolare ma aggiungono ulteriore input lag. @@ -4892,7 +4892,7 @@ L'URL era: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. Mostra una cronologia visiva dei tempi dei fotogrammi nell'angolo in alto a sinistra del display. @@ -5031,7 +5031,7 @@ Vuoi spegnere comunque e RENDERE INUTILIZZABILE IRRIMEDIABILMENTE LA MEMORY CARD - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. Fissa i thread di emulazione ai core della CPU per migliorare potenzialmente la variabilità delle prestazioni/fotogrammi. @@ -6996,7 +6996,7 @@ Vuoi caricare questo salvataggio e continuare? Disables PCSX2's internal frame timing, and uses host vsync instead. - Disabilita il frame time interno di PCSX2 e usa invece il vsync dell'host. + Disabilita il frame-time interno di PCSX2 e usa invece il vsync dell'host. @@ -8404,8 +8404,8 @@ Vuoi caricare questo salvataggio e continuare? - Show Frame Times - Mostra frame time + Show Frame-Times + Mostra frame-time @@ -11345,8 +11345,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Mostra frame time + Show Frame-Times + Mostra frame-time @@ -12017,8 +12017,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Rileva quando i frame inattivi vengono presentati nei giochi a 25/30fps, e salta la presentazione di quei frame. Il frame viene comunque renderizzato, ma la GPU ha più tempo per completarlo (questo NON è un salto dei frame). Può rendere più morbide le fluttuazioni del frame time quando la CPU/GPU sono vicine al massimo dell'utilizzo, ma rende il ritmo dei frame più incostante e può aumentare l'input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Rileva quando i frame inattivi vengono presentati nei giochi a 25/30fps, e salta la presentazione di quei frame. Il frame viene comunque renderizzato, ma la GPU ha più tempo per completarlo (questo NON è un salto dei frame). Può rendere più morbide le fluttuazioni del frame-time quando la CPU/GPU sono vicine al massimo dell'utilizzo, ma rende il ritmo dei frame più incostante e può aumentare l'input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_ja-JP.ts b/pcsx2-qt/Translations/pcsx2-qt_ja-JP.ts index 7252c018c5..47c7c39873 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_ja-JP.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_ja-JP.ts @@ -4387,7 +4387,7 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. CPU スレッドが続行する前に、GS にキューイングできるフレームの最大数を設定します。値が大きいほど規則なフレームタイムを滑らかにできますが、その分入力遅延が発生します。 @@ -4887,7 +4887,7 @@ URL: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. ディスプレイの左上に、フレームタイムの視覚的な履歴を表示します。 @@ -5026,7 +5026,7 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. エミュレーションスレッドを CPU コアに固定して、パフォーマンス/フレーム時間の差異を改善できる可能性があります。 @@ -8398,7 +8398,7 @@ Do you want to load this save and continue? - Show Frame Times + Show Frame-Times フレームタイムを表示 @@ -11336,7 +11336,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times フレームタイムを表示 @@ -12008,8 +12008,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_ka-GE.ts b/pcsx2-qt/Translations/pcsx2-qt_ka-GE.ts index 33b5853873..de33465fed 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_ka-GE.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_ka-GE.ts @@ -4390,8 +4390,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4890,8 +4890,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5029,8 +5029,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8402,8 +8402,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11344,8 +11344,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12016,8 +12016,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_ko-KR.ts b/pcsx2-qt/Translations/pcsx2-qt_ko-KR.ts index 746bd26919..5302842aab 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_ko-KR.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_ko-KR.ts @@ -4385,7 +4385,7 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. CPU 스레드가 한 프레임이 완료될 때까지 기다렸다가 계속 진행하기 전에 GS에 대기할 수 있는 최대 프레임 수를 설정합니다. 값이 클수록 불규칙한 프레임 시간을 부드럽게 하는 데 도움이 될 수 있지만 입력 대기가 추가됩니다. @@ -4885,7 +4885,7 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. 화면 좌측 상단 모서리에 프레임 시간의 시각적 기록을 표시합니다. @@ -5024,7 +5024,7 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. 에뮬레이션 스레드를 CPU 코어에 고정하여 잠재적으로 성능/프레임 시간 편차를 개선합니다. @@ -8397,7 +8397,7 @@ Do you want to load this save and continue? - Show Frame Times + Show Frame-Times 프레임 시간 표시 @@ -11336,7 +11336,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times 프레임 시간 표시 @@ -12008,7 +12008,7 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. 25/30fps 게임에서 유휴 프레임이 표시되는 시점을 감지하고 해당 프레임 표시를 건너뜁니다. 프레임은 여전히 렌더링되며, GPU가 프레임을 완료할 시간이 더 많다는 의미일 뿐입니다(프레임 건너뛰기가 아님). CPU/GPU가 최대 활용률에 가까울 때 프레임 시간 변동을 완화할 수 있지만 프레임 속도가 더 일관되지 않고 입력 지연이 증가할 수 있습니다. diff --git a/pcsx2-qt/Translations/pcsx2-qt_lt-LT.ts b/pcsx2-qt/Translations/pcsx2-qt_lt-LT.ts index 9683c187d0..bd3735ebb0 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_lt-LT.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_lt-LT.ts @@ -4401,7 +4401,7 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Nustato didžiausią kadrų, kurie gali būti įrašyti į GS eilę, skaičių, kol procesoriaus thread'as lauks, kol vienas iš jų bus baigtas, ir tik tada tęs darbą. Didesnės vertės gali padėti išlyginti netolygų kadrų laiką, tačiau prideda papildomą įvesties vėlavimą. @@ -4901,8 +4901,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5040,8 +5040,8 @@ Ar norite vis tiek išjungti žaidimą ir NEGRĮŽTAMAI SUGADINTI JŪSŲ ATMINTI - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8413,7 +8413,7 @@ Do you want to load this save and continue? - Show Frame Times + Show Frame-Times Rodyti kadrų laiką @@ -11359,7 +11359,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times Rodyti kadrų laiką @@ -12031,8 +12031,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_lv-LV.ts b/pcsx2-qt/Translations/pcsx2-qt_lv-LV.ts index cda9161e19..d6f24e0a11 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_lv-LV.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_lv-LV.ts @@ -4400,8 +4400,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4900,8 +4900,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5039,8 +5039,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8412,8 +8412,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11356,8 +11356,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12028,8 +12028,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_nl-NL.ts b/pcsx2-qt/Translations/pcsx2-qt_nl-NL.ts index 05dcac641b..dbed1df433 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_nl-NL.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_nl-NL.ts @@ -4393,7 +4393,7 @@ Enter functienaam - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Stelt het maximum aantal frames in dat in de wachtrij kan worden gezet tot het GS, voordat de CPU thread zal wachten tot een van hen voltooid zal zijn voordat u verder gaat. Hogere waarden kunnen helpen bij het vereffenen van onregelmatige frame tijden, maar voegen extra invoervertraging toe. @@ -4893,8 +4893,8 @@ De URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5032,7 +5032,7 @@ Wilt u toch afsluiten en TOCH DOODMEPPEN VAN UW MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. Pint geëmuleerde threads aan CPU-kernen voor mogelijk de prestatie/beeldtijdsvariatie te verbeteren. @@ -8405,8 +8405,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11347,8 +11347,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12019,8 +12019,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_no-NO.ts b/pcsx2-qt/Translations/pcsx2-qt_no-NO.ts index 81102c976a..950b26495a 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_no-NO.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_no-NO.ts @@ -4392,7 +4392,7 @@ Skriv inn funksjonsnavn - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Angir det maksimale antallet bilder som kan settes i kø til GS før CPU-tråden venter på at ett av dem skal fullføres før den fortsetter. Høyere verdier kan bidra til å jevne ut uregelmessige rammetider, men gir ekstra inndata-forsinkelse. @@ -4892,8 +4892,8 @@ URL-en var: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5031,8 +5031,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8404,8 +8404,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11346,7 +11346,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times Vis bildetider @@ -12018,8 +12018,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_pl-PL.ts b/pcsx2-qt/Translations/pcsx2-qt_pl-PL.ts index 73b28e34a8..b8c2e363fc 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_pl-PL.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_pl-PL.ts @@ -4402,7 +4402,7 @@ Wprowadź nazwę funkcji - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Ustawia maksymalną liczbę ramek, które mogą być umieszczone w kolejce do GS, zanim wątek CPU będzie czekał, aż jeden z nich zakończy się przed kontynuowaniem. Wyższe wartości mogą pomóc w wygładzaniu nieprawidłowych klatek czasowych, ale dodają dodatkowe opóźnienie wejściowe. @@ -4902,7 +4902,7 @@ Adres URL to: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. Pokazuje wizualną historię czasów klatki w lewym górnym rogu ekranu. @@ -5041,7 +5041,7 @@ Czy mimo to chcesz zamknąć i NIEODWRACALNIE ZEPSUĆ SWOJĄ KARTĘ PAMIĘCI? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. Przypina wątki emulacyjne do rdzeni procesora w celu potencjalnej poprawy wariancji czasowej wydajności/ramki. @@ -8414,7 +8414,7 @@ Czy chcesz załadować ten zapis i kontynuować? - Show Frame Times + Show Frame-Times Pokaż czasy klatek @@ -11358,7 +11358,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times Pokaż czasy klatek @@ -12030,7 +12030,7 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. Wykrywa, kiedy bezczynne klatki są prezentowane w grach 25/30fps i pomija te klatki. Klatka jest nadal renderowana, oznacza to, jedynie, że karta graficzna ma więcej czasu na jej ukończenie (to NIE jest pomijanie klatek). Może łagodzić wahania czasu wyświetlania klatek, gdy zużycie procesora lub karty graficznej zbliża się do maksimum, ale sprawia, że tempo klatek jest bardziej niespójne i może zwiększyć opóźnienie wejściowe. diff --git a/pcsx2-qt/Translations/pcsx2-qt_pt-BR.ts b/pcsx2-qt/Translations/pcsx2-qt_pt-BR.ts index 5d6505bdb9..e35fde1399 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_pt-BR.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_pt-BR.ts @@ -4392,7 +4392,7 @@ Insira o nome da função - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Define o número máximo de frames que podem ser enfileirados até o GS antes que o thread da CPU espere que um deles complete antes de continuar. Valores maiores podem ajudar a suavizar os tempos dos frames irregulares mas adiciona atraso adicional da entrada. @@ -4892,7 +4892,7 @@ A URL era: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. Mostra um histórico visual dos tempos dos frames no canto superior esquerdo da tela. @@ -5031,7 +5031,7 @@ Você deseja desligar de qualquer modo e DESTRUIR IRREVERSIVELMENTE SEU CARTÃO - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. Fixa os threads da emulação nos núcleos da CPU pra melhorar potencialmente a variação da performance/tempo dos frames. @@ -8404,7 +8404,7 @@ Você quer carregar este save e continuar? - Show Frame Times + Show Frame-Times Mostrar o Tempo dos Frames @@ -11346,7 +11346,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times Mostrar o Tempo dos Frames @@ -12018,7 +12018,7 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. Detecta quando frames ociosos estão sendo apresentados em jogos de 25/30fps, e pula a apresentação desses frames. O frame ainda é renderizado, apenas significa que a GPU tem mais tempo para completá-lo (isto NÃO é pular frames). Pode suavizar as flutuações do tempo de frame quando a CPU/GPU estão próximas da utilização máxima, mas torna a cadência dos frames mais inconsistente e pode aumentar o atraso de entrada. diff --git a/pcsx2-qt/Translations/pcsx2-qt_pt-PT.ts b/pcsx2-qt/Translations/pcsx2-qt_pt-PT.ts index 4b2af66127..353015d580 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_pt-PT.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_pt-PT.ts @@ -4390,7 +4390,7 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Define o número máximo de quadrados que podem ser agregados ao GS, antes do núcleo do processador esperar que um deles seja completado antes de continuar. Valores maiores podem ajudar a reduzir tempos irregulares dos quadrados, porém, noticiar-se-á um atraso de input(entrada) adicional. @@ -4890,8 +4890,8 @@ O URL era: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5029,8 +5029,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8402,8 +8402,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11344,8 +11344,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12016,8 +12016,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_ro-RO.ts b/pcsx2-qt/Translations/pcsx2-qt_ro-RO.ts index 0432938f97..aad418d5e2 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_ro-RO.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_ro-RO.ts @@ -4395,8 +4395,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4895,8 +4895,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5034,8 +5034,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8407,8 +8407,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11351,8 +11351,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12023,8 +12023,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_ru-RU.ts b/pcsx2-qt/Translations/pcsx2-qt_ru-RU.ts index 21a9137256..ac1bee725f 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_ru-RU.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_ru-RU.ts @@ -4402,7 +4402,7 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Устанавливает максимальное количество кадров, которые могут быть поставлены в очередь GS, прежде чем поток ЦП дождется завершения кадра перед продолжением. Большое значение может помочь сгладить неравномерную длительность кадров, но увеличит задержку при вводе управления. @@ -4902,7 +4902,7 @@ URL-адрес: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. Отображает визуальную историю времени кадров в левом верхнем углу экрана. @@ -5041,7 +5041,7 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. Прикрепляет потоки эмуляции к ядрам ЦП, чтобы потенциально улучшить производительность и разброс времени кадра. @@ -8414,7 +8414,7 @@ Do you want to load this save and continue? - Show Frame Times + Show Frame-Times Показывать время кадров @@ -11356,7 +11356,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times Показывать время кадров @@ -12028,8 +12028,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_sr-SP.ts b/pcsx2-qt/Translations/pcsx2-qt_sr-SP.ts index 2cd5564426..39606ebbd3 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_sr-SP.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_sr-SP.ts @@ -4397,8 +4397,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4897,8 +4897,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5036,8 +5036,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8409,8 +8409,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11353,8 +11353,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12025,8 +12025,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_sv-SE.ts b/pcsx2-qt/Translations/pcsx2-qt_sv-SE.ts index c61184fa73..237357c000 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_sv-SE.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_sv-SE.ts @@ -4391,8 +4391,8 @@ Ange funktionsnamn - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4891,8 +4891,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Visar en visuell historik över frame times i det övre vänstra hörnet av displayen. + Shows a visual history of frame-times in the upper-left corner of the display. + Visar en visuell historik över frame-times i det övre vänstra hörnet av displayen. @@ -5030,8 +5030,8 @@ Vill du stänga av i alla fall och IRREVERSIBELT FÖRSTÖRA DITT MINNESKORT? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8403,8 +8403,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11345,8 +11345,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12017,8 +12017,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_tr-TR.ts b/pcsx2-qt/Translations/pcsx2-qt_tr-TR.ts index 3385b8cb88..87279dc6bf 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_tr-TR.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_tr-TR.ts @@ -4392,7 +4392,7 @@ Fonskiyon adını girin - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. CPU iş parçacığı devam etmeden evvel karelerden birinin tamamlanmasını beklemeden önce, GSye dizilebilecek maksimum kare sayısını ayarlar. Daha yüksek değerler, düzensiz kare sürelerini yumuşatmaya yardımcı olabilir, ancak ek giriş gecikmesine sebep olur. @@ -4894,7 +4894,7 @@ FullscreenUI - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. Ekranın sol üst köşesinde kare sürelerinin görsel geçmişini gösterir. @@ -5033,7 +5033,7 @@ Yinede kapatıp GERİ DÖNÜLEMEYECEK BİR ŞEKİLDE HAFIZA KARDINIZI YOK ETMEK - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. Performansı/çerçeve süresi farklılığını potansiyel olarak iyileştirmek için emülasyon thread'lerini CPU çekirdeklerine sabitler. @@ -8406,8 +8406,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11348,7 +11348,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times Kare Süresi @@ -12020,8 +12020,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_uk-UA.ts b/pcsx2-qt/Translations/pcsx2-qt_uk-UA.ts index 75fe818818..472017461d 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_uk-UA.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_uk-UA.ts @@ -4402,7 +4402,7 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. Встановлює максимальну кількість кадрів які будуть ставати у чергу до GS, перед тим як потік процесора буде чекати, поки один із них не завершиться. Вищі значення можуть допомогти зі згладжуванням нерівномірних тривалостей кадрів, але додає додаткову затримку введення. @@ -4902,7 +4902,7 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. Показує візуальну історію тривалості кадрів у верхньому лівому куті екрану. @@ -5041,7 +5041,7 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. Призначає потоки емуляції до ядер ЦП, що може сприяти продуктивності/дисперсії тривалості кадрів. @@ -8414,7 +8414,7 @@ Do you want to load this save and continue? - Show Frame Times + Show Frame-Times Показувати тривалість кадрів @@ -11360,7 +11360,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times Показувати тривалість кадрів @@ -12032,8 +12032,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_vi-VN.ts b/pcsx2-qt/Translations/pcsx2-qt_vi-VN.ts index eb7ea57784..decde7ce5c 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_vi-VN.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_vi-VN.ts @@ -4390,8 +4390,8 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. @@ -4890,8 +4890,8 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. @@ -5029,8 +5029,8 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. @@ -8402,8 +8402,8 @@ Do you want to load this save and continue? - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -11342,8 +11342,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times - Show Frame Times + Show Frame-Times + Show Frame-Times @@ -12014,8 +12014,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. diff --git a/pcsx2-qt/Translations/pcsx2-qt_zh-CN.ts b/pcsx2-qt/Translations/pcsx2-qt_zh-CN.ts index bbcb472e28..4db80b7721 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_zh-CN.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_zh-CN.ts @@ -4386,7 +4386,7 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. 设置可以排队到 GS 的最大帧数量,在此之前 CPU 线程将等待其中一个帧完成然后再继续。较高的值有助于平滑不规则的帧时间,但会增加额外的输入延迟。 @@ -4886,7 +4886,7 @@ URL: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. 在显示器的左上角显示帧时间的可视历史记录。 @@ -5025,7 +5025,7 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. 将模拟线程固定到 CPU 核心以潜在地改善性能/帧时间差异。 @@ -8398,7 +8398,7 @@ Do you want to load this save and continue? - Show Frame Times + Show Frame-Times 显示帧时间 @@ -11338,7 +11338,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times 显示帧时间 @@ -12010,7 +12010,7 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. 检测 25/30fps 游戏中何时呈现空闲帧,并跳过呈现这些帧。帧仍然被渲染,这只是意味着图形处理器有更多时间来完成它(这不是跳帧)。当 CPU/GPU 接近最大利用率时可以平滑帧时间波动,但会使帧节奏更加不一致并且可能会增加输入延迟。 diff --git a/pcsx2-qt/Translations/pcsx2-qt_zh-TW.ts b/pcsx2-qt/Translations/pcsx2-qt_zh-TW.ts index 0337f2f856..fa80fb9070 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_zh-TW.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_zh-TW.ts @@ -4387,7 +4387,7 @@ Enter function name - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame-times, but add additional input lag. 設定可以排隊到 GS 的最大幀數量,在此之前 CPU 執行緒將等待其中一個幀完成然後再繼續。較高的值有助於平滑不規則的幀時間,但會增加額外的輸入延遲。 @@ -4887,7 +4887,7 @@ The URL was: %1 - Shows a visual history of frame times in the upper-left corner of the display. + Shows a visual history of frame-times in the upper-left corner of the display. 在顯示器的左上角顯示幀時間的可視歷史記錄。 @@ -5026,7 +5026,7 @@ Do you wish to shutdown anyways and IRREVERSIBLY DESTROY YOUR MEMORY CARD? - Pins emulation threads to CPU cores to potentially improve performance/frame time variance. + Pins emulation threads to CPU cores to potentially improve performance/frame-time variance. 將模擬執行緒固定到 CPU 核心以潛在地改善效能/幀時間差異。 @@ -8399,7 +8399,7 @@ Do you want to load this save and continue? - Show Frame Times + Show Frame-Times 顯示幀時間 @@ -11339,7 +11339,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - Show Frame Times + Show Frame-Times 顯示幀時間 @@ -12011,8 +12011,8 @@ Swap chain: see Microsoft's Terminology Portal. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out the frame-time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag.